
動態教學:Open
開發環境:
Visual Studio 2010
SharpGL 2.0 - SharpGL Binaries.zip
(SharpGL is a C# library that allows you to use OpenGL in your .NET Framework based application with ease!)
WPF (MainWindow.xaml):
1 2 3 4 5 6 7 8 9 | < Window x:Class = "WPFOpenGL.MainWindow" xmlns = "http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x = "http://schemas.microsoft.com/winfx/2006/xaml" xmlns:sharpGL = "clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF" Title = "MainWindow" Height = "350" Width = "525" > < Grid > < sharpGL:OpenGLControl OpenGLDraw = "OpenGLControl_OpenGLDraw" /> </ Grid > </ Window > |
C# (MainWindow.xaml.cs):
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | using System; using System; using System.Windows; using System.Windows.Input; using SharpGL; namespace WPFOpenGL { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } private void OpenGLControl_OpenGLDraw( object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // Get the OpenGL instance that's been passed to us. OpenGL gl = args.OpenGL; // Clear the color and depth buffers. gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Reset the modelview matrix. gl.LoadIdentity(); // Move the geometry into a fairly central position. gl.Translate(-1.5f, 0.0f, -6.0f); // Draw a pyramid. First, rotate the modelview matrix. gl.Rotate(rotatePyramid, 0.0f, 1.0f, 0.0f); // Start drawing triangles. gl.Begin(OpenGL.GL_TRIANGLES); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.End(); // Reset the modelview. gl.LoadIdentity(); // Move into a more central position. gl.Translate(1.5f, 0.0f, -7.0f); // Rotate the cube. gl.Rotate(rquad, 1.0f, 1.0f, 1.0f); // Provide the cube colors and geometry. gl.Begin(OpenGL.GL_QUADS); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(1.0f, 1.0f, -1.0f); gl.Vertex(-1.0f, 1.0f, -1.0f); gl.Vertex(-1.0f, 1.0f, 1.0f); gl.Vertex(1.0f, 1.0f, 1.0f); gl.Color(1.0f, 0.5f, 0.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(1.0f, 1.0f, 1.0f); gl.Vertex(-1.0f, 1.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Color(1.0f, 1.0f, 0.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Vertex(-1.0f, 1.0f, -1.0f); gl.Vertex(1.0f, 1.0f, -1.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(-1.0f, 1.0f, 1.0f); gl.Vertex(-1.0f, 1.0f, -1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Color(1.0f, 0.0f, 1.0f); gl.Vertex(1.0f, 1.0f, -1.0f); gl.Vertex(1.0f, 1.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.End(); // Flush OpenGL. gl.Flush(); // Rotate the geometry a bit. rotatePyramid += 3.0f; rquad -= 3.0f; } float rotatePyramid = 0; float rquad = 0; } } |
Reference: Using OpenGL in a WPF Application
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